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X7123M3-256

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Posts posted by X7123M3-256

  1. These three sites have almost every custom coaster train in common usage:

    https://www.nedesigns.com/topic/34573/spaceks-custom-rides/

    https://x123m3-256.github.io/RCT2/CustomRides/index.html

    http://ae.rctspace.com/List.htm

    NEDesigns has a repository with over 20000 objects, but it's rather disorganized. Not everything is listed there, but there are a few rides in that database that are not from the above links.

     

     

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  2. That's the correct place to put it. Click the "filter" menu in the object selection and check that "custom" is selected - if not, custom objects will not be shown. Also check the terminal output - if an object failed to load there should be an error there.

  3. 8136 is the issue number, you can read the issue for more information. In short, the penalty for excessive lateral Gs was higher in OpenRCT2 than it was in vanilla (which was the result of a previous change), so it has now been changed to match the original game. It does not change the limit, it just reduces the intensity penalty you get for exceeding the limit.

    The lateral G limits in the unmodded game are not ridiculous, they're actually quite generous - to trigger this penalty you need at least 2.81 lateral Gs which is extremely high.

  4. 19 hours ago, PlasmaGD said:

    thanks!, where is the best place to download custom content?

    New Element has by far the largest collection of custom objects, but it's difficult to find what you're looking for there. I recommend downloading some of the workbenches listed on the right hand side, as they contain a selection of commonly used custom scenery objects. Downloading parks and joining multiplayer servers is another way to get custom content.

    If you are looking for something specific, it's probably best to just ask - it would be nice if we had a readily searchable database where you could find things easily, but we don't really.

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  5. 19 hours ago, PlasmaGD said:

    Is there a way to get rid of the limit established on the scenery things? so it doesn't just show a few objects of that group

    Only by switching to a new save format, which is planned.

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  6. To install custom objects, you simply place the files in your OpenRCT2/object folder. If you don't know where this is, click on the red toolbox in the main menu and select "Open Custom Content Folder". You will need to restart the game after adding custom content for the game to find it.

    Custom content can also be obtained by downloading parks that use it - when you open a park, any custom objects that it contains will (usually) be installed automatically. Same goes for multiplayer servers.

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  7. On 21/02/2020 at 15:45, jessicajones said:

     

    The developers don't even read there. They add a label to the issue and put in the 'forget hole'...

     

    All my bugs posted there, not even 1 is solved.

     

    Yes they do read it. I read your issues and I saw that you had received comments on several of them and there is in fact a pending PR for the snow you requested. You cannot expect every bug you report to be fixed immediately, especially when it pertains to the Android version - the developers have limited time and must prioritise issues. Also, if you go around insulting people they won't want to help you. Either fix it yourself or be patient.

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  8. Lighting effects are not supported in OpenGL mode, you have to set the render mode to "Software (hardware display)". That was also the response you received when you reported this on Github; you don't need to duplicate every issue here.

  9. You already requested this on Github and got a response (did you read it?). This would be a lot of work because OpenGL ES is different from OpenGL - they would have to write a whole new rendering backend, and remember, there aren't many people working on the Android build. If you really want this (or any of the other 5000 other features you've requested over the last few days), you're welcome to implement it yourself and submit a PR.

    You don't need to spam the same requests over and over again on different channels - if it's already reported on Github that's enough.

  10. IIRC, a dark red bubble means it can't connect (check that you have the correct IP address and port number, and that port forwarding is set up if you're not on the same LAN), while a bright red means that you have incompatible versions of the game (make sure that you're both on either the latest release version, or latest develop).


    It doesn't matter what operating system you are using; there should be no problem with a Windows computer connecting to a Mac server or vice versa.

  11. 4 hours ago, jessicajones said:

    basic forum etiquette also means not telling other people what to do.

    You think calling the developers "fucking retards" is OK but asking you not to spam them with emails isn't? You know that @Gymnasiast is on the development team right?

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  12. 6 minutes ago, jessicajones said:

    why is the game even compiled for android then?

    Because it can be? It's not too hard to make an Android build for people who might want one. The Android builds have broken for extended periods in the past because they're not really being maintained, it's never been a particularly high priority for the developers, but if you want one you can have one. There's a reason it isn't used much.

  13. Those screenshots don't show custom rides - that's a hack that lets you use vehicles from multiple different rides in one train.

    While it's possible to do that kind of thing to a limited extent using custom rides, I don't see the point since it is not necessary. A tool to make the hack easier would be much more useful than a tool that makes custom rides which would in most cases only be useful for one specific park and would just clutter up people's object selection. Also, as I said, the trains shown in those pictures can't be made using a custom ride - you're much more limited if you do it that way.

  14. Yes, I said that when I said when you first asked about the Android version. It's hard to play with a touchscreen because the UI is designed for a mouse - therefore, unless you can plug in a mouse, it's not very usable on Android. That's why very few people use it.

  15. 10 minutes ago, jessicajones said:

    the custom content folder has many subfolders: in which one do I need to put the dat files?

    Can you post a screenshot? The custom content folder shouldn't have subfolders unless you created them, I wonder if you're looking in the right place. Is this the folder you open when you click the button in game? If so, just place the .DAT files directly in that folder - I'm not sure how the subfolders got there.

  16. It depends what is really meant by a custom ride creation tool. Do you mean a tool that would just take sprites and wrap them up into a DAT (similar to Buggy's tool)? I don't think that would be a terrible idea (OpenRCT2 already has built in functionality for building g2.dat which could be adapted), but the JSON object format would likely make it obsolete pretty soon. Or do you mean a tool that automates the entire rendering process like mine does? I think that's well outside the scope of what should be included with the game and should remain a separate tool. It would share very little code with the rest of OpenRCT2 and likely introduce additional dependencies.

    I am not sure what you mean by "glue together parts of existing rides". Do you mean a train that is made up of vehicles from different ride types? You can actually do that without creating a custom ride - and in fact, it's more flexible that way, as the trains I show in those screenshots cannot be made as a custom ride (you have a maximum of four vehicles per DAT file and can't specify an arbitrary arrangement - this hack circumvents that restriction). However, this isn't an easy hack to pull off.

  17. What he is suggesting is that you navigate to the OpenRCT2 folder (which will probably be in Documents, if you are on Windows), and unzip it there. It's set up so that doing that will directly place the .DAT files and the track designs into the right folders.

    However, if this is confusing you, I would unzip the folder somewhere else, and then copy the DAT files into the custom content folder (and the track designs into the track folder, if you want those as well). It will make no difference how you install it.

  18. A full tutorial is probably out of scope of a forum post, so I'd suggest asking more specific questions, starting with what ride you have in mind. SpaceK has written a brief introduction focused on my ride generator program, but because that program was designed to abstract away the actual rendering process as much as possible, it is not of much use unless you intend to use that program (my recommendation is that you don't, but it is what SpaceK uses and he's by far the most active custom ride creator at the moment).

    The only comprehensive introduction to the topic is Amazing Earl's tutorial. It is worth a read, as it outlines the basic process, but it has some bad info and I don't recommend actually creating rides the way he describes because it is incredibly tedious. I would read that first and then ask more specific questions. Your options for custom ride creation tools at the moment are:
     

    • Buggy's Ridemaker - This is by far the oldest, and probably the only one which could be considered finished. However, all it does is take an existing ride and swap out the sprites - so it is very limited in what it can do. You can't change the number of riders per car, or the spacing between cars, or the arrangement of vehicles in the train, so it only works if your ride is quite similar to an existing one (Amazing Earl will tell you that it's not possible to change these things, but he is wrong).
       
    • My ride generator - I wrote this tool to automate the ride creation process. Unlike Buggy's ridemaker (which requires you to create all the sprites yourself), this tool allows you to load a 3D model and it handles the rendering process automatically. It is also a lot less limited than Buggy's tool because it creates the ride from scratch instead of swapping out existing sprites. However, the quality of the output is poor, and there are a lot of bugs - this program was never properly finished and I eventually abandoned it.
       
    • Oli414's Blender addon - This is an extension for Blender that automates the rendering of sprites for RCT2. It includes a premade lighting and camera setup, and a Python script which can automatically generate the hundreds (sometimes thousands) of sprites required for a custom ride. It's pretty easy to install and use, couldn't be considered finished but is a lot more stable than my tool, and I think it's your best bet. A big limitation is that it cannot actually generate a DAT file - it only handles the rendering of the sprites. However, if you use OpenRCT2 it is not strictly necessary to do this, as OpenRCT2 now has a JSON based object format that you can use instead. This could also be used in conjunction with Buggy's ridemaker to create a DAT, but you would then be subject to the limitations that that tool has.





     

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